veloren_voxygen/audio/sfx/event_mapper/combat/
mod.rs1use crate::{
4 AudioFrontend,
5 audio::sfx::{SFX_DIST_LIMIT_SQR, SfxEvent, SfxTriggerItem, SfxTriggers},
6 scene::{Camera, Terrain},
7};
8
9use super::EventMapper;
10
11use client::Client;
12use common::{
13 comp::{
14 CharacterAbilityType, CharacterState, Inventory, Pos, inventory::slot::EquipSlot,
15 item::ItemKind,
16 },
17 terrain::TerrainChunk,
18};
19use common_state::State;
20use hashbrown::HashMap;
21use specs::{Entity as EcsEntity, Join, LendJoin, WorldExt};
22use std::time::{Duration, Instant};
23
24#[derive(Clone)]
25struct PreviousEntityState {
26 event: SfxEvent,
27 time: Instant,
28 weapon_drawn: bool,
29}
30
31impl Default for PreviousEntityState {
32 fn default() -> Self {
33 Self {
34 event: SfxEvent::Idle,
35 time: Instant::now(),
36 weapon_drawn: false,
37 }
38 }
39}
40
41pub struct CombatEventMapper {
42 event_history: HashMap<EcsEntity, PreviousEntityState>,
43}
44
45impl EventMapper for CombatEventMapper {
46 fn maintain(
47 &mut self,
48 audio: &mut AudioFrontend,
49 state: &State,
50 player_entity: specs::Entity,
51 camera: &Camera,
52 triggers: &SfxTriggers,
53 _terrain: &Terrain<TerrainChunk>,
54 _client: &Client,
55 ) {
56 let ecs = state.ecs();
57
58 let cam_pos = camera.get_pos_with_focus();
59
60 for (entity, pos, inventory, character) in (
61 &ecs.entities(),
62 &ecs.read_storage::<Pos>(),
63 ecs.read_storage::<Inventory>().maybe(),
64 ecs.read_storage::<CharacterState>().maybe(),
65 )
66 .join()
67 .filter(|(_, e_pos, ..)| (e_pos.0.distance_squared(cam_pos)) < SFX_DIST_LIMIT_SQR)
68 {
69 if let Some(character) = character {
70 let sfx_state = self.event_history.entry(entity).or_default();
71
72 let mapped_event = inventory.map_or(SfxEvent::Idle, |inv| {
73 Self::map_event(character, sfx_state, inv)
74 });
75
76 if Self::should_emit(sfx_state, triggers.get_key_value(&mapped_event)) {
78 let sfx_trigger_item = triggers.get_key_value(&mapped_event);
79 audio.emit_sfx(sfx_trigger_item, pos.0, None);
80 sfx_state.time = Instant::now();
81 }
82
83 sfx_state.event = mapped_event;
86 sfx_state.weapon_drawn = Self::weapon_drawn(character);
87 }
88 }
89
90 self.cleanup(player_entity);
91 }
92}
93
94impl CombatEventMapper {
95 pub fn new() -> Self {
96 Self {
97 event_history: HashMap::new(),
98 }
99 }
100
101 fn cleanup(&mut self, player: EcsEntity) {
107 const TRACKING_TIMEOUT: u64 = 10;
108
109 let now = Instant::now();
110 self.event_history.retain(|entity, event| {
111 now.duration_since(event.time) < Duration::from_secs(TRACKING_TIMEOUT)
112 || entity.id() == player.id()
113 });
114 }
115
116 fn should_emit(
121 previous_state: &PreviousEntityState,
122 sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
123 ) -> bool {
124 if let Some((event, item)) = sfx_trigger_item {
125 if &previous_state.event == event {
126 previous_state.time.elapsed().as_secs_f32() >= item.threshold
127 } else {
128 true
129 }
130 } else {
131 false
132 }
133 }
134
135 fn map_event(
136 character_state: &CharacterState,
137 previous_state: &PreviousEntityState,
138 inventory: &Inventory,
139 ) -> SfxEvent {
140 let equip_slot = character_state
141 .ability_info()
142 .and_then(|ability| ability.hand)
143 .map_or(EquipSlot::ActiveMainhand, |hand| hand.to_equip_slot());
144
145 if let Some(item) = inventory.equipped(equip_slot) {
146 if let ItemKind::Tool(data) = &*item.kind() {
147 if character_state.is_attack() {
148 return SfxEvent::Attack(
149 CharacterAbilityType::from(character_state),
150 data.kind,
151 );
152 } else if character_state.is_music() {
153 if let Some(ability_spec) = item
154 .ability_spec()
155 .map(|ability_spec| ability_spec.into_owned())
156 {
157 return SfxEvent::Music(data.kind, ability_spec);
158 }
159 } else if let Some(wield_event) = match (
160 previous_state.weapon_drawn,
161 Self::weapon_drawn(character_state),
162 ) {
163 (false, true) => Some(SfxEvent::Wield(data.kind)),
164 (true, false) => Some(SfxEvent::Unwield(data.kind)),
165 _ => None,
166 } {
167 return wield_event;
168 }
169 }
170 }
172
173 SfxEvent::Idle
174 }
175
176 fn weapon_drawn(character: &CharacterState) -> bool {
181 character.is_wield() || matches!(character, CharacterState::Equipping { .. })
182 }
183}
184
185#[cfg(test)] mod tests;